コード例 #1
0
    void collect_relations_from_assembly(Assembly& assembly)
    {
        collect_relations_from(assembly.colors());
        collect_relations_from(assembly.textures());
        collect_relations_from(assembly.texture_instances());
        collect_relations_from(assembly.shader_groups());
        collect_relations_from(assembly.assembly_instances());

        collect_relations_from(assembly.bsdfs());
        collect_relations_from(assembly.bssrdfs());
        collect_relations_from(assembly.edfs());
        collect_relations_from(assembly.surface_shaders());
        collect_relations_from(assembly.materials());
        collect_relations_from(assembly.lights());
        collect_relations_from(assembly.objects());
        collect_relations_from(assembly.object_instances());
        collect_relations_from(assembly.volumes());

        for (auto& child_assembly : assembly.assemblies())
            collect_relations_from_assembly(child_assembly);

        // Lights are implicitly referenced by their parent assembly.
        for (auto& light : assembly.lights())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.lights(), &light);
            insert_relation(referenced_entity, assembly);
        }

        // Object instances are implicitly referenced by their parent assembly.
        for (auto& object_instance : assembly.object_instances())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.object_instances(), &object_instance);
            insert_relation(referenced_entity, assembly);
        }

        // Assembly instances are implicitly referenced by their parent assembly.
        for (auto& assembly_instance : assembly.assembly_instances())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.assembly_instances(), &assembly_instance);
            insert_relation(referenced_entity, assembly);
        }
    }
コード例 #2
0
    void remove_unused_entities_from_assembly(Assembly& assembly)
    {
        remove_unused_entities_from(assembly.colors());
        remove_unused_entities_from(assembly.textures());
        remove_unused_entities_from(assembly.texture_instances());
        remove_unused_entities_from(assembly.shader_groups());
        remove_unused_entities_from(assembly.assembly_instances());

        remove_unused_entities_from(assembly.bsdfs());
        remove_unused_entities_from(assembly.bssrdfs());
        remove_unused_entities_from(assembly.edfs());
        remove_unused_entities_from(assembly.surface_shaders());
        remove_unused_entities_from(assembly.materials());
        remove_unused_entities_from(assembly.lights());
        remove_unused_entities_from(assembly.objects());
        remove_unused_entities_from(assembly.object_instances());
        remove_unused_entities_from(assembly.volumes());

        for (auto& child_assembly : assembly.assemblies())
            remove_unused_entities_from_assembly(child_assembly);
    }
コード例 #3
0
ファイル: inputbinder.cpp プロジェクト: pangoo/appleseed
void InputBinder::bind_assembly_entities_inputs(
    const Scene&                    scene,
    const SymbolTable&              scene_symbols,
    const Assembly&                 assembly)
{
    // Build the symbol table of the assembly.
    SymbolTable assembly_symbols;
    build_assembly_symbol_table(assembly, assembly_symbols);

    // Push the assembly and its symbol table to the stack.
    AssemblyInfo info;
    info.m_assembly = &assembly;
    info.m_assembly_symbols = &assembly_symbols;
    m_assembly_info.push_back(info);

    // Bind textures to texture instances.
    // Other entities might need to access the textures bound to texture instances,
    // so binding of textures to texture instances must come first.
    for (each<TextureInstanceContainer> i = assembly.texture_instances(); i; ++i)
    {
        i->unbind_texture();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_texture(j->m_assembly->textures());

        i->bind_texture(scene.textures());

        i->check_texture();
    }

    // Bind BSDFs inputs.
    for (each<BSDFContainer> i = assembly.bsdfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolBSDF),
            *i);
    }

    // Bind BSSRDFs inputs.
    for (each<BSSRDFContainer> i = assembly.bssrdfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolBSSRDF),
            *i);
    }

    // Bind EDFs inputs.
    for (each<EDFContainer> i = assembly.edfs(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolEDF),
            *i);
    }

#ifdef APPLESEED_WITH_OSL
    // Bind ShaderGroups inputs.
    for (each<ShaderGroupContainer> i = assembly.shader_groups(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolShaderGroup),
            *i);
    }
#endif

    // Bind surface shaders inputs.
    for (each<SurfaceShaderContainer> i = assembly.surface_shaders(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolSurfaceShader),
            *i);
    }

    // Bind materials inputs.
    for (each<MaterialContainer> i = assembly.materials(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolMaterial),
            *i);
    }

    // Bind lights inputs.
    for (each<LightContainer> i = assembly.lights(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolLight),
            *i);
    }

    // Bind objects inputs.
    for (each<ObjectContainer> i = assembly.objects(); i; ++i)
    {
        bind_assembly_entity_inputs(
            scene,
            scene_symbols,
            SymbolTable::symbol_name(SymbolTable::SymbolObject),
            *i);
    }

    // Bind objects to object instances. This must be done before binding materials.
    for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i)
    {
        i->unbind_object();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_object(j->m_assembly->objects());

        i->check_object();
    }

    // Bind materials to object instances.
    for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i)
    {
        i->unbind_materials();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_materials(j->m_assembly->materials());

        i->check_materials();
    }

    // Bind assemblies to assembly instances.
    for (each<AssemblyInstanceContainer> i = assembly.assembly_instances(); i; ++i)
    {
        i->unbind_assembly();

        for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
            i->bind_assembly(j->m_assembly->assemblies());

        i->bind_assembly(scene.assemblies());

        i->check_assembly();
    }

    // Recurse into child assemblies.
    for (const_each<AssemblyContainer> i = assembly.assemblies(); i; ++i)
        bind_assembly_entities_inputs(scene, scene_symbols, *i);

    // Pop the information about this assembly from the stack.
    m_assembly_info.pop_back();
}
コード例 #4
0
ファイル: heightfield.cpp プロジェクト: dcoeurjo/appleseed
    void add_cube(
        Assembly&           assembly,
        const size_t        ix,
        const size_t        iy,
        const double        fx,
        const double        fz,
        const Color3b&      color,
        const Transformd&   transform) override
    {
        const string color_suffix = color_to_string(color);
        const string color_name = "color_" + color_suffix;
        const string material_name = "material_" + color_suffix;

        if (assembly.colors().get_by_name(color_name.c_str()) == 0)
        {
            const Color3f reflectance = Color3f(color) * (1.0f / 255);
            assembly.colors().insert(
                ColorEntityFactory::create(
                    color_name.c_str(),
                    ParamArray()
                        .insert("color_space", "srgb"),
                    ColorValueArray(3, &reflectance[0])));

            const string brdf_name = "brdf_" + color_suffix;
            assembly.bsdfs().insert(
                DisneyBRDFFactory().create(
                    brdf_name.c_str(),
                    ParamArray()
                        .insert("anisotropic", 0.0)
                        .insert("base_color", color_name)
                        .insert("clearcoat", 1.0)
                        .insert("clearcoat_gloss", 0.9)
                        .insert("metallic", 0.0)
                        .insert("roughness", 0.3)
                        .insert("sheen", 0.0)
                        .insert("sheen_tint", 0.0)
                        .insert("specular", 0.9)
                        .insert("specular_tint", 1.0)
                        .insert("subsurface", 1.0)));

            assembly.materials().insert(
                GenericMaterialFactory().create(
                    material_name.c_str(),
                    ParamArray()
                        .insert("surface_shader", "physical_surface_shader")
                        .insert("bsdf", brdf_name)));
        }

        // Create an assembly for this cube.
        const string coordinates_suffix = coordinates_to_string(ix, iy);
        const string cube_assembly_name = "assembly_" + coordinates_suffix;
        auto_release_ptr<Assembly> cube_assembly(
            AssemblyFactory().create(cube_assembly_name.c_str()));

        // Instantiate the cube mesh object (from the parent assembly) into this assembly.
        cube_assembly->object_instances().insert(
            ObjectInstanceFactory::create(
                "cube.0_inst",
                ParamArray(),
                "cube.0",
                Transformd::identity(),
                StringDictionary()
                    .insert("default", material_name)));

        // Create an instance of the cube assembly.
        const string cube_assembly_inst_name = cube_assembly_name + "_inst";
        auto_release_ptr<AssemblyInstance> cube_assembly_inst(
            AssemblyInstanceFactory::create(
                cube_assembly_inst_name.c_str(),
                ParamArray(),
                cube_assembly_name.c_str()));
        cube_assembly_inst->transform_sequence().set_transform(0.0, transform);

        // Insert both the cube assembly and its instance into the parent assembly.
        assembly.assemblies().insert(cube_assembly);
        assembly.assembly_instances().insert(cube_assembly_inst);
    }